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Difference between revisions of "v0.31:Weapon"

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(Foreign weapons, fixed training weapons)
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{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}
+
{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}{{Buggy}}
  
"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists, horns and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.
+
"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or natural weapons like fists, horns and [[syndrome|breath attacks]] used for creature-specific methods of combat.
  
 
<!-- Do we really need to use top-level headings? -->
 
<!-- Do we really need to use top-level headings? -->
 
=Manufactured weapons=
 
=Manufactured weapons=
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}.  
+
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in [[Dwarf fortress mode|Fortress Mode]]. For notes on how to create weapons see [[Metalsmith's forge]].
  
 
==Notes about manufactured weapons==
 
==Notes about manufactured weapons==
 +
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped.
 +
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor.
 +
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
 +
*Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either [[trade]]rs or [[invader]]s, or acquired from [[strange mood]]s.
 +
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for example, a fey [[bone carver]] may produce one from a single [[rainbow trout]] bone.
 +
*Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. <s>All</s> Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.
 +
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.
  
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|armor}}, for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem.
+
*The size for a weapon is its volume in cm<sup>3</sup>.
 
+
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor.
+
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.
:*Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
+
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).
 
 
*Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s.  
 
 
 
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.
 
 
 
*Training weapons are all wooden, and all made at the {{L|Carpenter's workshop|carpenter's workshop}}. All training weapons can be constructed in dwarf fortress mode.
 
 
 
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith.
 
 
 
*The size for a weapon is it's volume in mm^3. The contact area represents the area of contact of the weapon. The penetration only matters for edges weapons and is how deep <!-- maybe in mm? -->the weapon goes.
 
  
 
===Weapons as tools===
 
===Weapons as tools===
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.
+
[[hunter|Hunters]], [[wood cutter|Woodcutters]] and [[miner|Miners]] use weapons for their [[labor|work]] and if need be will also [[combat|fight]] using them. Hunters seem to be limited to [[crossbow|crossbows]] while miners and woodcutters use [[pick|picks]] and [[battle axe|axes]] respectively.
  
 
==Dwarf-manufactured weapons==
 
==Dwarf-manufactured weapons==
Line 33: Line 30:
 
! Size
 
! Size
 
! Attack
 
! Attack
! {{L|Attack Type}}
+
! [[Attack type]]
 
! Contact Area
 
! Contact Area
 
! Penetration
 
! Penetration
 
! Velocity
 
! Velocity
 
! Skill Used
 
! Skill Used
! {{L|Weaponsmith|Metal}}
+
! Hands Used
! {{L|Bowyer|Wood}}
+
! [[Weaponsmith|Metal]]
! {{L|Bowyer|Bone}}
+
! [[Bowyer|Wood]]
! {{L|Stone crafter|Obsidian}}
+
! [[Bowyer|Bone]]
 +
! [[Stone crafter|Obsidian]]
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| Battle Axe
 
|rowspan="3"| Battle Axe
Line 47: Line 45:
 
| Hack || Edge || 40000 || 6000 || 1.25x
 
| Hack || Edge || 40000 || 6000 || 1.25x
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
 +
|rowspan="3"| Multigrasp?
 
|rowspan="3"| Yes
 
|rowspan="3"| Yes
 
|rowspan="3"| No
 
|rowspan="3"| No
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| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
|-
 
|-
| Pommel strike || Blunt || 1000 || (1000) || 1x
+
| Pommel strike || Blunt || 100 || (1000) || 1x
 
|-
 
|-
 
| Crossbow (Melee)
 
| Crossbow (Melee)
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| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Hammer
 
| Hammer
 +
| Singlegrasp?
 
| Yes
 
| Yes
 
| Yes
 
| Yes
Line 69: Line 69:
 
| Bash || Blunt || 20 || (200) || 2.0x
 
| Bash || Blunt || 20 || (200) || 2.0x
 
| Mace
 
| Mace
 +
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
Line 78: Line 79:
 
| Strike || Edge || 100 || 4000 || 2.0x
 
| Strike || Edge || 100 || 4000 || 2.0x
 
| Mining
 
| Mining
 +
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
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| Slash || Edge || 20000 || 4000 || 1.25x
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
 +
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Yes
 
|rowspan="4"| Yes
 
|rowspan="4"| No
 
|rowspan="4"| No
Line 96: Line 99:
 
| Flat slap || Blunt || 20000 || (4000) || 1.25x
 
| Flat slap || Blunt || 20000 || (4000) || 1.25x
 
|-
 
|-
| Pommel strike || Blunt || 1000 || (1000) || 1.0x
+
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| Spear
 
|rowspan="2"| Spear
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| Stab || Edge || 20 || 10000 || 1.0x
 
| Stab || Edge || 20 || 10000 || 1.0x
 
|rowspan="2"| Spear
 
|rowspan="2"| Spear
 +
|rowspan="2"| Singlegrasp
 
|rowspan="2"| Yes
 
|rowspan="2"| Yes
 
|rowspan="2"| No
 
|rowspan="2"| No
Line 113: Line 117:
 
| Bash || Blunt || 10 || (200) || 2.0x
 
| Bash || Blunt || 10 || (200) || 2.0x
 
| Hammer
 
| Hammer
 +
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
Line 121: Line 126:
 
==Training Weapons==
 
==Training Weapons==
  
All training weapons must be made of {{L|Wood|wood}} at the {{L|Carpenter's workshop|carpenter's workshop}}.
+
All training weapons must be made of [[Wood|wood]] at the [[Carpenter's workshop|carpenter's workshop]].
  
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
Line 128: Line 133:
 
! Size
 
! Size
 
! Attack
 
! Attack
! {{L|Attack Type}}
+
! [[Attack type]]
 
! Contact Area
 
! Contact Area
 
! Penetration
 
! Penetration
Line 163: Line 168:
  
 
==Foreign weapons==
 
==Foreign weapons==
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a {{L|Strange mood|strange mood}}, out of any material. {{L|Elf|elves}} construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the '''Made by''' column is in no way all the weapons that race can make.
+
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a [[Strange mood|strange mood]], out of any material. They may also be acquired from other races through trade or looting. [[Elf|Elves]] construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make.
 +
 
 +
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.
  
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
Line 170: Line 177:
 
! Size
 
! Size
 
! Attack
 
! Attack
! {{L|Attack Type}}
+
! [[Attack type]]
 
! Contact Area
 
! Contact Area
 
! Penetration
 
! Penetration
Line 176: Line 183:
 
! Skill Used
 
! Skill Used
 
! Used by
 
! Used by
 +
! Hands Used
 
|- valign="top"
 
|- valign="top"
 
|rowspan="4"| 2H Sword
 
|rowspan="4"| 2H Sword
Line 181: Line 189:
 
| Slash || Edge || 100000 || 8000 || 1.25x
 
| Slash || Edge || 100000 || 8000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
|rowspan="4"| {{L|Goblin}}, {{L|Human}}
+
|rowspan="4"| [[Goblin]], [[Human]]
 +
|rowspan="4"| Multigrasp
 
|-
 
|-
 
| Stab || Edge || 50 || 4000 || 1.0x
 
| Stab || Edge || 50 || 4000 || 1.0x
Line 193: Line 202:
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Sword
 
| Sword
| Yes
+
| Subterranean animal peoples
 +
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
 
| Bow (Melee)
 
| Bow (Melee)
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| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Sword
 
| Sword
| {{L|Elf}}, Goblin, Human, {{L|Kobold}}
+
| [[Elf]], Goblin, Human, [[Kobold]]
 +
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
 
| Flail
 
| Flail
Line 206: Line 217:
 
| Mace
 
| Mace
 
| Goblin, Human
 
| Goblin, Human
 +
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| Great Axe
 
|rowspan="3"| Great Axe
Line 212: Line 224:
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
 
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Goblin, Human
 +
|rowspan="3"| Multigrasp
 
|-
 
|-
 
| Flat slap || Blunt || 60000 || (8000) || 1.25x
 
| Flat slap || Blunt || 60000 || (8000) || 1.25x
Line 222: Line 235:
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
 
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Goblin, Human
 +
|rowspan="3"| Multigrasp
 
|-
 
|-
 
| Stab || Edge || 50 || 2000 || 1.0x
 
| Stab || Edge || 50 || 2000 || 1.0x
Line 232: Line 246:
 
|rowspan="3"| Dagger
 
|rowspan="3"| Dagger
 
|rowspan="3"| Goblin, Kobold
 
|rowspan="3"| Goblin, Kobold
 +
|rowspan="3"| Singlegrasp
 
|-
 
|-
 
| Stab || Edge || 5 || 1000 || 1.0x
 
| Stab || Edge || 5 || 1000 || 1.0x
Line 242: Line 257:
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
 
|rowspan="4"| Elf, Goblin, Human
 
|rowspan="4"| Elf, Goblin, Human
 +
|rowspan="4"| Singlegrasp
 
|-
 
|-
 
| Stab || Edge || 50 || 3000 || 1.0x
 
| Stab || Edge || 50 || 3000 || 1.0x
Line 254: Line 270:
 
| Hammer
 
| Hammer
 
| Goblin, Human
 
| Goblin, Human
 +
| Multigrasp
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| Morningstar
 
|rowspan="2"| Morningstar
Line 260: Line 277:
 
|rowspan="2"| Mace
 
|rowspan="2"| Mace
 
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Goblin, Human
 +
|rowspan="2"| Singlegrasp
 
|-
 
|-
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
Line 268: Line 286:
 
|rowspan="2"| Pike
 
|rowspan="2"| Pike
 
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Goblin, Human
 +
|rowspan="2"| Multigrasp
 
|-
 
|-
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
Line 276: Line 295:
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
 
|rowspan="4"| Goblin, Human
 
|rowspan="4"| Goblin, Human
 +
|rowspan="4"| Singlegrasp
 
|-
 
|-
 
| Stab || Edge || 50 || 2000 || 1.0x
 
| Stab || Edge || 50 || 2000 || 1.0x
Line 288: Line 308:
 
| Whip
 
| Whip
 
| Goblin
 
| Goblin
 +
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
 
| Whip
 
| Whip
Line 293: Line 314:
 
| Lash || Blunt || 1 || (10) || 5.0x
 
| Lash || Blunt || 1 || (10) || 5.0x
 
| Whip
 
| Whip
| Human
+
| Goblin, Human
 +
| Singlegrasp
 
|}
 
|}
 +
 +
==Quality Level==
 +
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.
 +
{{v0.31:Item quality/Table}}
 +
 +
==Weapon Material Quality==
 +
 +
{{v0.31 material metal table head}}
 +
 +
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes= <br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0
 +
}}
 +
 +
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215
 +
}}
 +
 +
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 +
}}
 +
 +
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 +
}}
 +
 +
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189
 +
}}
 +
 +
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145
 +
}}
 +
 +
 +
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333
 +
}}
 +
 +
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 +
}}
 +
 +
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000
 +
}}
 +
 +
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 +
}}
 +
 +
|}
 +
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:
 +
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
 +
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 +
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 +
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.
 +
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 +
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 +
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
 +
 +
*General Term Explanations (From Wikipedia)
 +
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
 +
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.
 +
 +
 +
:'''Stress''' - Force per area = F/A
 +
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
 +
 +
So...
 +
:Explanations!
 +
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 +
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material
 +
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point
 +
:Implications to Dwarf Fortress Combat
 +
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
 +
::Higher yield means that it takes more stress to deform
 +
::Lower elasticity means that it will deform less when stress is applied
 +
 +
'''Preliminary Combat Testing & Analysis'''
 +
 +
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
 +
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:
 +
 +
http://www.bay12forums.com/smf/index.php?topic=53571.0
 +
 +
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.
 +
 +
{| {{prettytable}}
 +
|- bgcolor="#999999"
 +
!
 +
! Best
 +
! Better
 +
! Good
 +
! Fair
 +
! Poor
 +
! Terrible
 +
! Notes
 +
 +
|-
 +
| Armor
 +
| Adamantine
 +
| Steel
 +
| Iron
 +
| Bronze, Bismuth Bronze
 +
| Copper
 +
|
 +
|
 +
 +
|-
 +
| Edged Weapons
 +
| Adamantine  <p>(worst for missiles)
 +
| Steel
 +
| Iron
 +
| Bronze, Bismuth Bronze
 +
| Copper
 +
| Silver
 +
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
 +
|-
 +
| Blunt Weapons
 +
| Steel, Silver
 +
| Copper, Bismuth Bronze, Bronze, Iron
 +
| ---
 +
| ---
 +
| ---
 +
| Adamantine
 +
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.
 +
 +
|}
 +
 +
Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.
 +
  
 
==Arena Testing==
 
==Arena Testing==
  
Testing of weapons(15 dwarfs vs 15 dwarfs combats) shows, that in v0.31.12 best dwarven-made weapon against humanoids is {{L|silver}} war hammer.
+
Testing of weapons (15 dwarves vs 15 dwarves combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the [[silver]] war hammer.
Even in match 15x(steel armor+silver war hammer) VS 15x(adamantine armor+adamantine battle axe) hammerdwarves was a winner with less than 50% casualties(most of it is one-strike kills). But in battles against megabeasts 6 silver hammerdwarves was barely able to scratch bronze collossus(attacks was glancing away) due to bronze being better "weapon" material.
+
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.
  
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed {{L|gold}} and {{L|platinum}} (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).
+
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).
 +
 
 +
More arena tests are available in the [[Main:Military testing|Military testing]] article.
  
 
==Ammunition==
 
==Ammunition==
  
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s, sometimes in quivers. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.
+
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition [[stockpile]]s, sometimes in quivers. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines: For more information about these weapons, see the [[siege engine]] article.
  
 
===Notes about ammunition===
 
===Notes about ammunition===
Line 315: Line 460:
 
===Ammunition table===
 
===Ammunition table===
  
{| class="wikitable"
+
{| class="wikitable" border="border"
 
|-
 
|-
 
! Type
 
! Type
Line 322: Line 467:
 
! Penetration
 
! Penetration
 
! Skill Used
 
! Skill Used
! {{L|Weaponsmith|Metal}}
+
! Craftable
! {{L|Wood crafter|Wood}}
+
! Used by
! {{L|Bone carver|Bone}}
 
 
|-
 
|-
 
| Bolt (Crossbow)
 
| Bolt (Crossbow)
Line 331: Line 475:
 
| 2000
 
| 2000
 
| Crossbowman
 
| Crossbowman
| Yes
+
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])
| Yes
+
| [[Dwarf]], [[Goblin]], [[Human]]
| Yes
 
 
|-
 
|-
 
| Arrow (Bow)
 
| Arrow (Bow)
Line 340: Line 483:
 
| 2000
 
| 2000
 
| Bowman
 
| Bowman
| Yes
 
| Yes
 
 
| No
 
| No
 +
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]
 
|-
 
|-
 
| Blowdart (Blowgun)
 
| Blowdart (Blowgun)
Line 349: Line 491:
 
| 50
 
| 50
 
| Blowgunner
 
| Blowgunner
| Yes
+
| No
| Yes
+
|  
| Yes
 
 
|}
 
|}
 +
 +
==Weapon-Dwarf Relationships==
 +
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later. 
 +
 +
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.
  
 
=Natural weapons=
 
=Natural weapons=
Line 366: Line 512:
  
 
===Other natural weapons===
 
===Other natural weapons===
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.
+
The various [[syndrome]] delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the [[syndrome]] page. For specific information on breath weapons, see the [[Syndrome#Breath_attacks|breath attacks]] section of the syndrome page.
 +
 
 +
==Bugs==
 +
* Equipping weapons/armor on military is erratic{{Bug|535}}
 +
 
 +
==See also==
 +
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 +
 
 +
{{Category|Weapons}}

Latest revision as of 18:20, 26 July 2021

This article is about an older version of DF.

"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either combat or specific labors, or natural weapons like fists, horns and breath attacks used for creature-specific methods of combat.

Manufactured weapons[edit]

These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in Fortress Mode. For notes on how to create weapons see Metalsmith's forge.

Notes about manufactured weapons[edit]

  • If you find your dwarves wearing more than one weapon -- or any unwanted armor, for that matter -- one way to get rid of them is to dump the weapon from their v-i inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by v-p and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped.
  • Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an iron weapon can defeat a grand master wrestler, provided neither is wearing armor.
    • Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
  • Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either traders or invaders, or acquired from strange moods.
  • Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a bone spear, for example, a fey bone carver may produce one from a single rainbow trout bone.
  • Training weapons are all wooden, and all made at the carpenter's workshop. All Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.
  • Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a weaponsmith at a forge, while wood and bone crossbows are made by a bowyer at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core quality of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a legendary bowyer is a better choice than a proficient weaponsmith.
  • The size for a weapon is its volume in cm3.
  • Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.
  • The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.
  • The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).

Weapons as tools[edit]

Hunters, Woodcutters and Miners use weapons for their work and if need be will also fight using them. Hunters seem to be limited to crossbows while miners and woodcutters use picks and axes respectively.

Dwarf-manufactured weapons[edit]

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used Hands Used Metal Wood Bone Obsidian
Battle Axe 800 Hack Edge 40000 6000 1.25x Axe Multigrasp? Yes No No No
Flat slap Blunt 40000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1x
Crossbow (Melee) 400 Bash Blunt 10000 (4000) 1.25x Hammer Singlegrasp? Yes Yes Yes No
Mace 800 Bash Blunt 20 (200) 2.0x Mace Singlegrasp Yes No No No
Pick 500 Strike Edge 100 4000 2.0x Mining Singlegrasp Yes No No No
Short Sword 300 Slash Edge 20000 4000 1.25x Sword Singlegrasp Yes No No Yes
Stab Edge 50 2000 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Spear 400 Stab Edge 20 10000 1.0x Spear Singlegrasp Yes No No No
Shaft bash Blunt 10000 (6000) 1.25x
War Hammer 400 Bash Blunt 10 (200) 2.0x Hammer Singlegrasp Yes No No No

Training Weapons[edit]

All training weapons must be made of wood at the carpenter's workshop.

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used
Training Axe 800 Hack Blunt 30000 (6000) 1.25x Axe
Flat slap Blunt 30000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Training Sword 300 Slash Blunt 20000 (4000) 1.25x Sword
Stab Blunt 50 (2000) 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Training Spear 400 Stab Blunt 200 (10000) 1.0x Spear
Shaft bash Blunt 10000 (6000) 1.25x

Foreign weapons[edit]

In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a strange mood, out of any material. They may also be acquired from other races through trade or looting. Elves construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the Used by column is in no way all the weapons that race can make.

Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used Used by Hands Used
2H Sword 900 Slash Edge 100000 8000 1.25x Sword Goblin, Human Multigrasp
Stab Edge 50 4000 1.0x
Flat slap Blunt 100000 (8000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Blowgun (Melee) 150 Bash Blunt 10000 (4000) 1.25x Sword Subterranean animal peoples Singlegrasp?
Bow (Melee) 300 Bash Blunt 10000 (4000) 1.25x Sword Elf, Goblin, Human, Kobold Singlegrasp?
Flail 500 Bash Blunt 200 (4000) 2.5x Mace Goblin, Human Singlegrasp
Great Axe 1300 Hack Edge 60000 8000 1.25x Axe Goblin, Human Multigrasp
Flat slap Blunt 60000 (8000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Halberd 1200 Slash Edge 20000 8000 1.25x Axe Goblin, Human Multigrasp
Stab Edge 50 2000 1.0x
Shaft bash Blunt 20000 (6000) 1.25x
Dagger (Large) 200 Slash Edge 1000 800 1.25x Dagger Goblin, Kobold Singlegrasp
Stab Edge 5 1000 1.0x
Pommel strike Blunt 20 (600) 1.0x
Long Sword 700 Slash Edge 60000 6000 1.25x Sword Elf, Goblin, Human Singlegrasp
Stab Edge 50 3000 1.0x
Flat slap Blunt 60000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Maul 1300 Bash Blunt 100 (6000) 2.0x Hammer Goblin, Human Multigrasp
Morningstar 500 Bash Edge 10 500 2.0x Mace Goblin, Human Singlegrasp
Pommel strike Blunt 50 (1000) 1.0x
Pike 800 Stab Edge 20 12000 1.0x Pike Goblin, Human Multigrasp
Shaft bash Blunt 10000 (6000) 1.25x
Scimitar 300 Slash Edge 20000 4000 1.25x Sword Goblin, Human Singlegrasp
Stab Edge 50 2000 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 50 (1000) 1.0x
Scourge 300 Lash Edge 10 50 2.0x Whip Goblin Singlegrasp
Whip 100 Lash Blunt 1 (10) 5.0x Whip Goblin, Human Singlegrasp

Quality Level[edit]

Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.

Designation Description Value
Modifier
 Weapon To-Hit /
Armor Deflect Modifier
 Item Name —     1x 1x
-Item Name- Well-crafted 2x unknown
+Item Name+ Finely-crafted 3x unknown
*Item Name* Superior quality 4x unknown
≡Item Name≡ Exceptional 5x unknown
☼Item Name☼ Masterful 12x 2x
Unique name Artifact 120x 3x
«Item Name» Decorated object Varies unknown

Weapon Material Quality[edit]

Metal Value Density Impact yield Impact fracture Impact elasticity Shear yield Shear fracture Shear elasticity Notes
Adamantine 300 0.200 5000 5000 0 5000 5000 0
Steel 30 7.85 1505 2520 940 430 720 215
Bismuth bronze 6 8.25 602 843 547 172 241 156
Bronze 5 8.25 602 843 547 172 241 156
Iron 10 7.85 542 1080 319 155 310 189
Copper 2 8.93 245 770 175 70 220 145


Silver 10 10.49 350 595 350 100 170 333
Bone 1 0.50 200 200 100 115 130 100
Wood 1 0.50 10 10 1000 40 40 1000
Shell 1 0.50 200 200 100 115 130 100 Only available as Artifact Weapons.
  • Combat information is used internally by the game to determine the combat properties of weapons and armor made from this metal:
Density: Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm3, which is the raw value divided by 103
Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
Shear yield: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear elasticity: Used for cutting calculations in combat; lower is better. This is the raw value.
  • General Term Explanations (From Wikipedia)
Yield Strength - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
Fracture Strength - The stress coordinate on the stress-strain curve at the point of rupture.


Stress - Force per area = F/A
Strain - Deformation of a solid due to stress = Stress/Young's Modulus

So...

Explanations!
Yield Strength is the amount of stress required to permanently deform (bend) a material (plastic deformation)
Fracture Strength is the amount of stress required to permanently break (rupture) a material
Elasticity (or IMPACT_STRAIN_AT_YIELD in RAWs) is the amount of deformation (bending) that occurs at the yield point
Implications to Dwarf Fortress Combat
Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
Higher yield means that it takes more stress to deform
Lower elasticity means that it will deform less when stress is applied

Preliminary Combat Testing & Analysis

Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:

http://www.bay12forums.com/smf/index.php?topic=53571.0

Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.

Best Better Good Fair Poor Terrible Notes
Armor Adamantine Steel Iron Bronze, Bismuth Bronze Copper
Edged Weapons Adamantine

(worst for missiles)

Steel Iron Bronze, Bismuth Bronze Copper Silver For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper.
Blunt Weapons Steel, Silver Copper, Bismuth Bronze, Bronze, Iron --- --- --- Adamantine All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.

Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.


Arena Testing[edit]

Testing of weapons (15 dwarves vs 15 dwarves combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the silver war hammer. Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a bronze colossus (attacks were glancing away) due to bronze being a better "weapon" material.

This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed gold and platinum (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).

More arena tests are available in the Military testing article.

Ammunition[edit]

Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition stockpiles, sometimes in quivers. Ammunition may also refer to the stones and ballista arrows fired from siege engines: For more information about these weapons, see the siege engine article.

Notes about ammunition[edit]

  • Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress.
  • All ammunition has the "EDGE" attack type.

Ammunition table[edit]

Type Size Contact Area Penetration Skill Used Craftable Used by
Bolt (Crossbow) 150 2 2000 Crossbowman Yes (metal, wood, bone) Dwarf, Goblin, Human
Arrow (Bow) 150 2 2000 Bowman No Elf, Goblin, Human, Kobold
Blowdart (Blowgun) 20 1 50 Blowgunner No

Weapon-Dwarf Relationships[edit]

Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later.

In addition, the game tracks kills not only by entity but also by weapon. A weapon that has racked up enough kills might be named by its wielder. When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern. Once named, the weapon will appear in the artifact list, albeit in blue.

Natural weapons[edit]

Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will push as an attack.) A short description of natural weapons and damage considerations follows.

Types of natural weapons[edit]

Striking natural weapons[edit]

Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.

Natural weapons in this category can include but are not limited to punching with the fists, biting with the teeth, goring with the horns, scratching with the nails, and kicking.

Other natural weapons[edit]

The various syndrome delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the syndrome page. For specific information on breath weapons, see the breath attacks section of the syndrome page.

Bugs[edit]

  • Equipping weapons/armor on military is erraticBug:535

See also[edit]